It's funny that Zelda: A Link Between Worlds is one of the few games in the series that could be considered a direct sequel, and yet it's actually one of the most refreshing, original and unconventional games the franchise has ever produced.

Despite taking place in largely the same world as early '90s SNES title A Link to the Past, the latest Zelda game adopts an entirely new approach to exploration, and introduces some unique and innovative new abilities.

The result is a game that reinvigorates the Zelda series, and further strengthens the 3DS's position as Nintendo's true must-have games console.

Like most Zelda games - and Nintendo games for that matter - A Link Between Worlds features a recycled story, this time involving Ganon, the Master Sword and the Seven Sages.

With Hyrule's guardians captured in paintings, Link travels between Hyrule and its dark counterpart Lorule with the aid of his powerful sword and brand new ability.

This particular new ability allows Link to transform into a painting and merge with walls, bypassing pits, obstacles and enemies for a limited period of time.

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The result is a game that reinvigorates the Zelda series, and further strengthens the 3DS's position as Nintendo's true must-have games console.

It's a simple process that not only presents some interesting new puzzle solutions, but also showcases the system's 3D capabilities, adding levels of depth that make the world seem much more alive.

Nintendo 2DS owners needn't fear, as the game is perfectly functional in 2D - 3D isn't required to solve puzzles, for example - but you do lose that sense of depth and scale, especially within multi-layered dungeons.

Wall-merging puzzles aren't particularly taxing, but they're cleverly implemented. As a moving platform slides into walls, Link has to act quickly to avoid falling, or slip through a crack to join the platform on the other side.

Likewise, if a monster's shield can't be penetrated, Link can merge with it to confuse the enemy and damage it from behind. This is wonderfully incorporated into some of the game's excellent boss battles.

It also breathes new life into the map, which, due to the game taking place six generations after A Link to the Past, initially appears to be disappointingly similar to its predecessor.

As you subconsciously retrace those steps from your childhood, however, you begin to notice lots of minor changes, something which ensures a nice balance between nostalgia and surprise.

Graphically the game is very simple, but the use of bright colours and smooth animations ensures that Link's latest adventure really pops out of the screen, regardless of where you place the 3D slider.

The locations are diverse, including all of the environments you would expect from a Zelda game, mirrored in the shady, slippery world of Lorule.

While the story is hardly original, we particularly enjoyed interacting with the residents of Lorule, who are surly, insulting, impolite, but ultimately quite amusing. The two worlds can be traversed by slipping between hidden cracks, one of the only limitations placed on exploration.

Indeed, unlike for previous Zelda games, players can practically explore any part of the world at any given time due to the ingenious new item rental system.

For all of the game's new powers and fancy 3D effects, it's odd to think that the ability to merely rent items can have such a dramatic effect on your enjoyment of the game.

After meeting a travelling salesman called Rovio - who proceeds to set up shop in Link's home - players can rent the necessary items to enter and tackle dungeons in any order. The game has a tendency to signpost the items you need, although we tended to rent them all, just in case.

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While this sounds like the kind of shortcut that could potentially over-simplify the experience, it's not. Items are expensive, and when you die, Rovio's assistant automatically collects them from your corpse.

Painting over any cracks that were starting to appear in the Zelda series, A Link Between Worlds is a refreshing experience and another Nintendo 3DS masterpiece.

It's not quite on the same level as Dark Souls, but when health is low and a boss battle is imminent, the heart begins to pitter-patter as you hunt for replenishment.

Not only does it add a sense of challenge that's missing from other Zelda games, but it also removes the shackles of set paths and boundaries, and makes hunting for rupees a worthwhile pastime.

If you are struggling with a certain dungeon, you can simply rent another item and go elsewhere, which is really refreshing for a series that too often enforces restrictions and limits your freedom.

The bite-size dungeons, which are perfect for handheld sessions, aren't likely to cause too many problems, but there are some headscratchers in there, particularly as you try to figure out how the surprisingly complex interiors are linked together.

With stealth sequences, additional characters to shepherd around, and a huge number of items to use and discover, dungeons are a real joy to explore, each offering something different to the last.

We particularly enjoyed the Temple of Darkness, in which hidden paths and walkways are discovered by turning lights off and on, merging with invisible walls and sliding bombs down platforms.

Painting over any cracks that were starting to appear in the Zelda series, A Link Between Worlds is a refreshing experience and another Nintendo 3DS masterpiece.